Poll

HOW'S THE INFERNO?

IT'S FIRE
79 (68.7%)
IT'S A DUMPSTER FIRE
36 (31.3%)

Total Members Voted: 115

Author Topic: Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!  (Read 2824710 times)

When you're an engineer, any boost to your building is a godsend. I know because that's the only way my teleporter survived heavy fire.
they should replace it with 100% more metal per hit, but only do bat damage

why is the pompsons hitbox so big?
engineers cant aim.


the pomsom is fine, it just needs the remove uber feature removed, maybe it should have the entry ability back aswell


The Texas Two-Step
Level 89 Wrench
Movement speed scales with total metal*
+25% total metal capacity
-50% metal from pickups
+15% bullet vulnerability on user


*(per every 25 metal, you run 1% faster; 250 metal = 110% movement speed)

intended for patrolling the battlefield to search for spies or help build a quick and solid defense (after deploying one sentry, can build dispenser using smallest ammo kit pickup [would then provide 20 metal, giving you 100])

FROM THIS POINT ON

I DECLARE WEAPON IDEAS


Genuine Ap-Sap
Level 99 Sapper
Teleports sapped object to random area of map after 3 seconds
-45% sapping speed
+30% damage vulnerability when equipped

« Last Edit: December 29, 2013, 06:22:41 PM by Muslim »

Teleports sapped object to random area of map
That's way too overpowered, making buildings disappear where the engie can't get them

That's way too overpowered, making buildings disappear where the engie can't get them
right when you sap it dissapears?

+5% sapping damage
-50% sapping speed


those are the same loving thing

That's way too overpowered, making buildings disappear where the engie can't get them
Maybe if when it was moved, it would be marked on the Engie's HUD as like a compass where it was?

Maybe if when it was moved, it would be marked on the Engie's HUD as like a compass where it was?

right when you sap it dissapears?

There should be a sapper that saps a buildings health, but instead of destroying it at the end, it explodes and does 600 points of explosive damage to anything 12 feet from it, but when destroyed it'll reset the buildings health to what it was before sapping and can only be placed every 6 seconds

There should be a sapper that saps a buildings health, but instead of destroying it at the end, it explodes and does 600 points of explosive damage to anything 12 feet from it, but when destroyed it'll reset the buildings health to what it was before sapping and can only be placed every 6 seconds
a la
The Sentry Buster
Some say it's a souvenir of a war once fought...
(Sapper that looks like a sentry buster)
(Two possible variants, here's the one that's NOT just a reskin)
Explodes in a large radius upon sapping complete
Will sap all buildings by the same engineer

Only usable once per life


after 3 seconds left untouched. if an engie even BEGINS to begin removing the sapper with his wrench, it resets and won't move.

another idea i had was a gun that removes sappers, but doesn't let you use your wrench to do so

that explosive sapper idea reminds me of a crude dynamite one I saw on workshop

it would take more hits to remove, would do no sap damage, would have a longer sap time, and would explode in a fair radius